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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7087042" data-attributes="member: 29398"><p>And again we'll disagree, as I simply don't see it the same way you do.</p><p></p><p>If you view the gameworld as a living breathing thing, it reacts in some way or other to every little thing the players do to it; it also in its reactions to what the DM does to it sometimes proacts against the players via their characters, who then have to react.</p><p></p><p>Whether it's fictional or not is completely irrelevant. If your first premise is to see things through the eyes of your character then it's easy to see how the action-reaction cycle has some extra steps:</p><p></p><p>Action path: DM --> gameworld --> PC --> Player</p><p>Reaction path: Player --> PC --> gameworld --> DM</p><p></p><p>Metagaming (which as we've learned some here like and some don't) usually skips the middle two steps.</p><p></p><p>This last sentence is a bit extreme, and misses the mark by just a bit. Assuming the DM wants her players to come back next week there is certainly some obligation to have regard to their concerns/interests at least on a macro scale (e.g. if everyone wants to play a low-fantasy maritime-based campaign then that's probably what the DM should try to provide), but that obligation doesn't extend nearly as far to their characters. Players tend to stick around longer than characters do, in my experience; while characters come and go.</p><p></p><p>When I design a game world and backstory I'm doing so long before I know who will be playing in it and even longer before I know what types of characters they're going to run. I have to do it neutrally, without reference to any of that stuff...either that, or once my players signed up and generated their first characters there'd then be a multi-month wait while I designed the gameworld around them. No thanks.</p><p></p><p>Established only in your eyes, not in mine (nor, I suspect, others').</p><p></p><p>Lan-"in a player-driven system how often do characters die and who gets to decide when?"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7087042, member: 29398"] And again we'll disagree, as I simply don't see it the same way you do. If you view the gameworld as a living breathing thing, it reacts in some way or other to every little thing the players do to it; it also in its reactions to what the DM does to it sometimes proacts against the players via their characters, who then have to react. Whether it's fictional or not is completely irrelevant. If your first premise is to see things through the eyes of your character then it's easy to see how the action-reaction cycle has some extra steps: Action path: DM --> gameworld --> PC --> Player Reaction path: Player --> PC --> gameworld --> DM Metagaming (which as we've learned some here like and some don't) usually skips the middle two steps. This last sentence is a bit extreme, and misses the mark by just a bit. Assuming the DM wants her players to come back next week there is certainly some obligation to have regard to their concerns/interests at least on a macro scale (e.g. if everyone wants to play a low-fantasy maritime-based campaign then that's probably what the DM should try to provide), but that obligation doesn't extend nearly as far to their characters. Players tend to stick around longer than characters do, in my experience; while characters come and go. When I design a game world and backstory I'm doing so long before I know who will be playing in it and even longer before I know what types of characters they're going to run. I have to do it neutrally, without reference to any of that stuff...either that, or once my players signed up and generated their first characters there'd then be a multi-month wait while I designed the gameworld around them. No thanks. Established only in your eyes, not in mine (nor, I suspect, others'). Lan-"in a player-driven system how often do characters die and who gets to decide when?"-efan [/QUOTE]
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